Let's Play Together: GM'd Battletech via Megamek II
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek II
The Centurion will move to 0824 facing N and will attack the Vindicator with the lasers, kicking if possible.
The Assassin will move to 1722 and will attack the Vindicator on the wall, punching the laser turret if possible.
The Assassin will move to 1722 and will attack the Vindicator on the wall, punching the laser turret if possible.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
And how does it take two turns to get into an APC, anyway?
The Hunchback will move to 1624. Fire the AC/20 and one medium laser at the Phoenix Hawk.
Firestarter will move to 1525 and fire at the Phoenix Hawk.
The Hunchback will move to 1624. Fire the AC/20 and one medium laser at the Phoenix Hawk.
Firestarter will move to 1525 and fire at the Phoenix Hawk.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek II
Let's hear it for curb-stomping the missile launcher!
Vindy to move to 0920. Naughty Dervish shouldn't run away.
Warhamer to rotate right x2 and engage Saladin #1.
Vindy to move to 0920. Naughty Dervish shouldn't run away.
Warhamer to rotate right x2 and engage Saladin #1.
It's almost as if people are the problem.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
Round 10:
The Warhammer takes an AC/20 shot to the center torso, blowing away armor and cracking the engine shielding. It returns fire and hits with a PPC but the shot fails to make the kill, leaving a sliver of armor on the front of the Saladin. The enemy Vindicator then scores a PPC hit on the weakend center torso but miraculously fails to damage any internal components. Our Centurion then takes the PPC off the enemy mech's right arm, along with a shoulder actuator. The Centurion also delivers a kick, but the sturdy enemy mech remains standing.
Isgrimnur strips the last of the armor off the right leg of the Dervish with a medium laser and lays into the left torso with the PPC, zapping off all armor and going internal.
El Guapo's mech takes a pounding from the Phoenix Hawk and indirect-fire LRMs and is knocked off balance, whiffing all shots and losing right arm armor.
The crew of the jammed-barrel small laser frantically works to clear the jammed barrel, while the other small laser turret's crew picks up the slack and damages the Assassin's medium laser, even as it boots the building in revenge.
Raw movement, heat, firing data:
After surviving the Centurion's kick, the Vindicator 1R slips on the pavement and falls over. The Dervish, Saladins and Locust close in on the Warhammer, hoping to finish it off, with the Dervish firing up its jump jets. The Vindicator 1X hops off the wall and retreats east, trailing sparks from its perforated right torso. The Phoenix Hawk makes one last attempt to interfere with the extraction, jumping over to the north courtyard as the infantry squad loads up into the Maxim.
Lt. Scrub starts sweating in the Warhammer. Not only is the engine shielding cracked, but the center torso has 8 internal structure left.
El Guapo is structurally ok, but the right arm has 4 internal structure and he's got 1 AC/20 round left.
The Assassin is also structurally ok, but the right arm also has 4 internal structure left.
The Warhammer takes an AC/20 shot to the center torso, blowing away armor and cracking the engine shielding. It returns fire and hits with a PPC but the shot fails to make the kill, leaving a sliver of armor on the front of the Saladin. The enemy Vindicator then scores a PPC hit on the weakend center torso but miraculously fails to damage any internal components. Our Centurion then takes the PPC off the enemy mech's right arm, along with a shoulder actuator. The Centurion also delivers a kick, but the sturdy enemy mech remains standing.
Isgrimnur strips the last of the armor off the right leg of the Dervish with a medium laser and lays into the left torso with the PPC, zapping off all armor and going internal.
El Guapo's mech takes a pounding from the Phoenix Hawk and indirect-fire LRMs and is knocked off balance, whiffing all shots and losing right arm armor.
The crew of the jammed-barrel small laser frantically works to clear the jammed barrel, while the other small laser turret's crew picks up the slack and damages the Assassin's medium laser, even as it boots the building in revenge.
Raw movement, heat, firing data:
Spoiler:
After surviving the Centurion's kick, the Vindicator 1R slips on the pavement and falls over. The Dervish, Saladins and Locust close in on the Warhammer, hoping to finish it off, with the Dervish firing up its jump jets. The Vindicator 1X hops off the wall and retreats east, trailing sparks from its perforated right torso. The Phoenix Hawk makes one last attempt to interfere with the extraction, jumping over to the north courtyard as the infantry squad loads up into the Maxim.
Lt. Scrub starts sweating in the Warhammer. Not only is the engine shielding cracked, but the center torso has 8 internal structure left.
El Guapo is structurally ok, but the right arm has 4 internal structure and he's got 1 AC/20 round left.
The Assassin is also structurally ok, but the right arm also has 4 internal structure left.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek II
What’s the movement on the WH this round?
And since the 1R has graciously decided to step into my line of Fire, I will oblige him.
And since the 1R has graciously decided to step into my line of Fire, I will oblige him.
It's almost as if people are the problem.
- NickAragua
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek II
Time to head for the exits. Due South with all available speed.
It's almost as if people are the problem.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
Well that was a shitty round of dice.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
So the Maxim needs one more round of loading before it can start moving?
Not totally sure how I'm going to get the Hunchback out of this alive.
I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:
(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.
On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
Not totally sure how I'm going to get the Hunchback out of this alive.
I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:
(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.
On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
Correct, the Maxim will need one more round.El Guapo wrote: ↑Thu Dec 21, 2017 12:44 pm So the Maxim needs one more round of loading before it can start moving?
Not totally sure how I'm going to get the Hunchback out of this alive.
I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:
(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.
On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
The Hunchback is mostly fine, just the right arm is about to fall off.
You can only punch or kick, not both. Additionally, if you fired a weapon on the limb, you cannot punch/kick with that limb (so if you fire small lasers off the left arm, you can't punch with the left arm).
Yep, 5 heat = -1 movement. 8 heat = +1 to hit difficulty.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
Cool, thanks.NickAragua wrote: ↑Thu Dec 21, 2017 12:57 pmCorrect, the Maxim will need one more round.El Guapo wrote: ↑Thu Dec 21, 2017 12:44 pm So the Maxim needs one more round of loading before it can start moving?
Not totally sure how I'm going to get the Hunchback out of this alive.
I'll jump the Firestarter to 1324. Quick question: can you kick and punch with both arms in the same round? Or kick and one punch? Basically, the firestarter will:
(1) Fire the large laser and flamer, and kick and double punch, the Phoenix Hawk if that is legal.
(2) Fire the large laser, one small laser and flamer, and kick and single punch, the Phoenix Hawk if #1 is not legal but that is
(3) Fire the large laser and both small lasers, and kick, the Phoenix Hawk if neither of the above is legal.
On the Hunchback...I guess I'll turn around and move to 1425, torso twist to the right, and fire the last AC/20 round at the Phoenix Hawk (that'll help with heat management at least). 5 heat is when you get the -1 movement, right? If so then I'll only fire the small laser at the Phoenix Hawk (if that's in my head firing arc, if not then nothing else).
The Hunchback is mostly fine, just the right arm is about to fall off.
You can only punch or kick, not both. Additionally, if you fired a weapon on the limb, you cannot punch/kick with that limb (so if you fire small lasers off the left arm, you can't punch with the left arm).
Yep, 5 heat = -1 movement. 8 heat = +1 to hit difficulty.
So Firestarter to 1324, fire all lasers (but not the flamer), and kick.
Hunchback to 1425, torso twist, and AC/20 and small laser at the Phoenix Hawk.
Last edited by El Guapo on Thu Dec 21, 2017 3:31 pm, edited 1 time in total.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek II
The Assassin will turn around, move to 1622 and fire whatever I can still fire at the Phoenix Hawk to try to distract them from the Maxim.
The Centurion is going to lay into that prone Vindicator with the lasers and give it a swift kick as well.
The Centurion is going to lay into that prone Vindicator with the lasers and give it a swift kick as well.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
Can't go to that hex due to stacking limitations (apparently there's a maximum of two units that can be stacked in a hex regardless of unit type).
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
Round 11:
The Firestarter not so gingerly steps over the central building and winds up in the Phoenix Hawk's rear arc.
The Assassin can't quite find a place in its target hex to step without stepping on the infantry or the Maxim, so he takes a gamble, running over the top of the Capellan compound to try to kick the Phoenix Hawk from high up. The building is *just* sturdy enough to support his mech. The question is, are the Capellans willing to kill a bunch of their own personnel under a collapsing building in order to cause some minor damage to a 40-ton mech?
Not really. Some LRMs pepper the Assassin from the east, but he's otherwise fine, then delivers a boot to the Phoenix Hawk's arm.
The Maxim continues blazing away at the nearby turrets, rotating its own turret to deal with the Phoenix Hawk, the two machine gun hits doing nothing. El Guapo tracks the Phoenix Hawk as it comes in for a landing, letting rip a perfect shot with the AC/20. But it goes into the building between them instead of into the PXH. The enemy mech is badly overheated, so limits itself to just the machineguns, but both its shots go wide (it's not entirely clear what it was shooting at).
The Firestarter also gangs up on the Phoenix Hawk with a boot - between the Assassin's and Firestarter's kicks, the enemy mech goes down. The Firestarter takes a few LRMs as well, but nothing serious.
Isgrimnur lines up the PPC and medium laser, taking the right torso off the downed Vindicator. The Centurion takes some mostly ineffectual SRMs from the nearby Saracen, then joins the party, nearly taking the left arm off the prone Vindicator with lasers, damaging two actuators. The follows up with a kick to the left torso, breaching armor and damaging two heat sinks. That would normally cause heat problems but since the mech doesn't have its PPC anyway, it's merely icing on the cake.
Raw data:
The Phoenix Hawk gets up and tries to clamber over the wall to safety. Just as the small laser turret's crew get their guns unjammed, an unwisely placed step from the medium mech collapses the entire weakened structure. The Phoenix Hawk's right torso is crushed in the mayhem, and the arm comes off. It staggers up amid the debris.
The downed Vindicator backs away with a limp, trailing coolant. The enemy mechwarrior lets his lock on the Centurion laps and 'lifts arms' briefly. Well, the one remaining arm, signalling his intent to leave the battlefield.
As the search and rescue squad loads up on the Maxim and slams the door shot, the remaining Saladins and Locust group up to the west of the compound to try to head off the anticipated escape, while a Saracen zips over to the north. The enemy Dervish runs south parallel to the Warhammer, leaving its arm behind somewhere.
The Firestarter not so gingerly steps over the central building and winds up in the Phoenix Hawk's rear arc.
The Assassin can't quite find a place in its target hex to step without stepping on the infantry or the Maxim, so he takes a gamble, running over the top of the Capellan compound to try to kick the Phoenix Hawk from high up. The building is *just* sturdy enough to support his mech. The question is, are the Capellans willing to kill a bunch of their own personnel under a collapsing building in order to cause some minor damage to a 40-ton mech?
Not really. Some LRMs pepper the Assassin from the east, but he's otherwise fine, then delivers a boot to the Phoenix Hawk's arm.
The Maxim continues blazing away at the nearby turrets, rotating its own turret to deal with the Phoenix Hawk, the two machine gun hits doing nothing. El Guapo tracks the Phoenix Hawk as it comes in for a landing, letting rip a perfect shot with the AC/20. But it goes into the building between them instead of into the PXH. The enemy mech is badly overheated, so limits itself to just the machineguns, but both its shots go wide (it's not entirely clear what it was shooting at).
The Firestarter also gangs up on the Phoenix Hawk with a boot - between the Assassin's and Firestarter's kicks, the enemy mech goes down. The Firestarter takes a few LRMs as well, but nothing serious.
Isgrimnur lines up the PPC and medium laser, taking the right torso off the downed Vindicator. The Centurion takes some mostly ineffectual SRMs from the nearby Saracen, then joins the party, nearly taking the left arm off the prone Vindicator with lasers, damaging two actuators. The follows up with a kick to the left torso, breaching armor and damaging two heat sinks. That would normally cause heat problems but since the mech doesn't have its PPC anyway, it's merely icing on the cake.
Raw data:
Spoiler:
The Phoenix Hawk gets up and tries to clamber over the wall to safety. Just as the small laser turret's crew get their guns unjammed, an unwisely placed step from the medium mech collapses the entire weakened structure. The Phoenix Hawk's right torso is crushed in the mayhem, and the arm comes off. It staggers up amid the debris.
The downed Vindicator backs away with a limp, trailing coolant. The enemy mechwarrior lets his lock on the Centurion laps and 'lifts arms' briefly. Well, the one remaining arm, signalling his intent to leave the battlefield.
As the search and rescue squad loads up on the Maxim and slams the door shot, the remaining Saladins and Locust group up to the west of the compound to try to head off the anticipated escape, while a Saracen zips over to the north. The enemy Dervish runs south parallel to the Warhammer, leaving its arm behind somewhere.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
Can I move into the LRM turret space with the dead crew? How much structure is left in that building? If I can I do (and then fire lasers at the Saracen in 1126.
Regardless the Firestarter is going to jump to 1128, facing north, and I'll fire the small lasers and the flamer at the Locust, and then kick it.
Regardless the Firestarter is going to jump to 1128, facing north, and I'll fire the small lasers and the flamer at the Locust, and then kick it.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
The AC/20 is out of ammo now, right?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
You can move *through* the building. It requires a PSR, but it's already known that there's no basement. I would advise against trying to climb over, the building doesn't have enough CF left to support a 50 ton mech. The segments next to the dead crew LRM turret are still pretty intact so you can climb over.
The AC/20 is completely out of ammo, yes.
The AC/20 is completely out of ammo, yes.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
I can move through 1226? What is the PSR roll (what's the target)? Also I know I can move into the same space as a vehicle - does that apply to a mech, too? Like can I move into 1127? If so I'll move there, turn twice, and fire lasers at the Saladin in front of me (and kick it).NickAragua wrote: ↑Thu Dec 21, 2017 10:47 pm You can move *through* the building. It requires a PSR, but it's already known that there's no basement. I would advise against trying to climb over, the building doesn't have enough CF left to support a 50 ton mech. The segments next to the dead crew LRM turret are still pretty intact so you can climb over.
The AC/20 is completely out of ammo, yes.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek II
Looks like you can move *into* 1226, but don't have the MP to get out. You need a 6+ to successfully navigate it.
Two mechs cannot share the same hex.
Also seems there's a global two unit stacking limit per hex.
Two mechs cannot share the same hex.
Also seems there's a global two unit stacking limit per hex.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek II
WH to 0634 with a quickness.
Vindy can rotate right, back up twice to 1119, rotate left, and try to finish off my counterpart at 1123.
Vindy can rotate right, back up twice to 1119, rotate left, and try to finish off my counterpart at 1123.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
Out of curiosity, what exactly am I doing when I move *through* a building? Just crashing into the building and knocking (part of) it over?NickAragua wrote: ↑Fri Dec 22, 2017 12:05 am Looks like you can move *into* 1226, but don't have the MP to get out. You need a 6+ to successfully navigate it.
Two mechs cannot share the same hex.
Also seems there's a global two unit stacking limit per hex.
And just to confirm, the "front firing arc" for a unit that has a front-mounted weapon (say, a Saladin) is the front facing hex plus the hexes on each side, right? So that the Saladin in 1126 can fire at 1226?
Assuming so, I don't really love chancing a 6+ piloting roll, and since I am back up to 6 movement, I'm going to run to 1327, turn right, and torso twist right, and then fire all lasers at the Saladin in 1126.
Firestarter's still jumping to 1128.
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Re: Let's Play Together: GM'd Battletech via Megamek II
Yeah, going through a building is exactly what it sounds like. You shoulder down and plow through.
The "front firing arc" for the Saladin is, yes, the three hexes in front. So, the Saladin at 1126 can fire at 1025, 1125 and 1225 (and the hexes beyond, subject to LOS, range, etc).
You won't have LOS on those Saladins (or the Locust) from 1327, since they're right next to and below the wall in column 12.
The "front firing arc" for the Saladin is, yes, the three hexes in front. So, the Saladin at 1126 can fire at 1025, 1125 and 1225 (and the hexes beyond, subject to LOS, range, etc).
You won't have LOS on those Saladins (or the Locust) from 1327, since they're right next to and below the wall in column 12.
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Re: Let's Play Together: GM'd Battletech via Megamek II
I assume rules of engagement will let me lift arms on the WH and beat feet to the W edge with no opposition?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek II
Ugh, fuck it, I'll plow into 1226 then. I'd rather risk the PSR than step into an AC/20 firing arc. Then fire lasers at and kick the Saladin. Unless the Saladin dies during the shooting phase, in which case I'll kick the Locust.NickAragua wrote: ↑Fri Dec 22, 2017 12:43 am Yeah, going through a building is exactly what it sounds like. You shoulder down and plow through.
The "front firing arc" for the Saladin is, yes, the three hexes in front. So, the Saladin at 1126 can fire at 1025, 1125 and 1225 (and the hexes beyond, subject to LOS, range, etc).
You won't have LOS on those Saladins (or the Locust) from 1327, since they're right next to and below the wall in column 12.
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Re: Let's Play Together: GM'd Battletech via Megamek II
Correct, as long as you don't fire on anyone, they'll let you go. Unless you've already insulted their mothers.
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Re: Let's Play Together: GM'd Battletech via Megamek II
I’ll wait until I’m in the last hex and exiting to do that.
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Re: Let's Play Together: GM'd Battletech via Megamek II
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Re: Let's Play Together: GM'd Battletech via Megamek II
Sorry, my customer had a meltdown two days before the holidays and I've been merrily losing my mind.
How badly messed up is the Vindicator in 1123? I've lost track of which one is where.
Also, can the Assassin make it to 1621 to physically engage the Saracen?
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Re: Let's Play Together: GM'd Battletech via Megamek II
The Vindicator in 1123 is currently under "forced withdrawal" (missing a torso section), so it's retreating but will fire back if attacked.
The assassin can get to 1521. From 1621, it'd be too high to kick the Saracen (and also the gate building would collapse, as it's got less than 40 CF). You can try to walk through it instead, but it's probably a 7+ PSR.
The assassin can get to 1521. From 1621, it'd be too high to kick the Saracen (and also the gate building would collapse, as it's got less than 40 CF). You can try to walk through it instead, but it's probably a 7+ PSR.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek II
The Centurion will move to 1025, fire at the Saladin in 1126 and kick the Saladin in 1125. Or vice versa if that doesn't work due to facing.
The assassin doesn't have many good moves available. I guess I'll try jumping to 1720 and kicking the Saracen if I have enough leg structure left to not destroy my mech. Otherwise I'll hang and guard the Maxim.
The assassin doesn't have many good moves available. I guess I'll try jumping to 1720 and kicking the Saracen if I have enough leg structure left to not destroy my mech. Otherwise I'll hang and guard the Maxim.
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Re: Let's Play Together: GM'd Battletech via Megamek II
Too bad he's still my best target and in my way.NickAragua wrote: ↑Sat Dec 23, 2017 12:55 pm The Vindicator in 1123 is currently under "forced withdrawal" (missing a torso section), so it's retreating but will fire back if attacked
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Re: Let's Play Together: GM'd Battletech via Megamek II
Round 12:
This looks to be a pretty decisive ten seconds, as our lance closes in on the remaining functional enemy units.
Isgrimnur scores a solid hit on the retreating Vindicator, stripping armor off with the right leg. The enemy mech retaliates by providing target data to the LRM launchers on the east side of the map. A bunch of LRMs land all around Isgrimnur's position, but all miss.
As El Guapo comes crashing through the building, the enemy Locust is on the ball, hitting with every laser and scoring a head shot, but not breaching armor. The impact is enough to throw El Guapo's aim completely off.
The Maxim disables the small laser turret to the east of the gate, clearing it for departure.
The Centurion then manages to avoid both Saladin AC/20 rounds and cuts the northern one to shreds with lasers, then plants a boot through the left side of the one to the south.
The Locust escapes the flurry of kicks aimed at it.
Raw data:
With about two combat effective units remaining, the rest of the Capellan forces "lift arms" and pull back, trailing smoke, wires and various coolants/lubricating fluids.
Mission accomplished, and, even better, our salvage crews will have a couple of hours to pick over the wreckage, as there are no Capellan units anywhere close. No mechs, but plenty of vehicles.
Kill board:
El Guapo (Hunchback HBK-4G) - 2.5: LRM/10 turret (dual), Wasp WSP-1A, Swift Wind scout car (shared)
Gbasden (Assassin ASN-21) - 1.5: Saracen #2, Swift Wind scout car (shared)
Gbasden (Centurion CN9-ALF) - 3: Saladin #1, #2, #3
Isgrimnur (Warhammer WHM-6D) - 1: Harasser
Isgrimnur (Vindicator VND-1R) - 1: Pegasus
Maxim transport - 1: J. Edgar Light Hover Tank, Small Laser Turret (single)
Capellans - 2: Pegasus #2, Small Laser Turret (dual)
We also crippled four enemy mechs, heavily damaged one. Two light enemy tanks got away crippled and a pair of enemy LRM launcher tanks got away completely clean (other than expended LRMs).
This looks to be a pretty decisive ten seconds, as our lance closes in on the remaining functional enemy units.
Isgrimnur scores a solid hit on the retreating Vindicator, stripping armor off with the right leg. The enemy mech retaliates by providing target data to the LRM launchers on the east side of the map. A bunch of LRMs land all around Isgrimnur's position, but all miss.
As El Guapo comes crashing through the building, the enemy Locust is on the ball, hitting with every laser and scoring a head shot, but not breaching armor. The impact is enough to throw El Guapo's aim completely off.
The Maxim disables the small laser turret to the east of the gate, clearing it for departure.
The Centurion then manages to avoid both Saladin AC/20 rounds and cuts the northern one to shreds with lasers, then plants a boot through the left side of the one to the south.
The Locust escapes the flurry of kicks aimed at it.
Raw data:
Spoiler:
With about two combat effective units remaining, the rest of the Capellan forces "lift arms" and pull back, trailing smoke, wires and various coolants/lubricating fluids.
Mission accomplished, and, even better, our salvage crews will have a couple of hours to pick over the wreckage, as there are no Capellan units anywhere close. No mechs, but plenty of vehicles.
Kill board:
El Guapo (Hunchback HBK-4G) - 2.5: LRM/10 turret (dual), Wasp WSP-1A, Swift Wind scout car (shared)
Gbasden (Assassin ASN-21) - 1.5: Saracen #2, Swift Wind scout car (shared)
Gbasden (Centurion CN9-ALF) - 3: Saladin #1, #2, #3
Isgrimnur (Warhammer WHM-6D) - 1: Harasser
Isgrimnur (Vindicator VND-1R) - 1: Pegasus
Maxim transport - 1: J. Edgar Light Hover Tank, Small Laser Turret (single)
Capellans - 2: Pegasus #2, Small Laser Turret (dual)
We also crippled four enemy mechs, heavily damaged one. Two light enemy tanks got away crippled and a pair of enemy LRM launcher tanks got away completely clean (other than expended LRMs).
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Heh, rough round for my mechs (missed both kicks!) but mission accomplished. I'm glad that we rescued...whoever it was that we were rescuing again.
Thanks for running this.
Thanks for running this.
Black Lives Matter.
- Isgrimnur
- Posts: 84864
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Salvage, woo! Hover tank bumper cars!
It's almost as if people are the problem.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
I also want to say to whoever it was that we rescued...I was *definitely* sure that you were not in the scout car when we melted it.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
All's well that ends well.
Unless you're in that scout car.
Unless you're in that scout car.
Black Lives Matter
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
Thank you again for running this! This is always a whole lot of fun.